So you wanna join Super Smash Quest? That's good, but there's a few rules you should know about. Violating any of these rules and not responding to GM warnings is grounds for banning. Coming back later, after the issue which you were banned was worked out, and doing it again is grounds for being banned for life and then put in the Hall of Shame. And when I mean responding, I don't mean cursing out the GM who's warning you. Calming down, leaving the room for a small bit, or otherwise ceasing your disturbance-causing behavior is what is wanted. And if you don't like these rules, then stay out!

The Rules

1. Do not flame anyone, unless a GM (for some reason) says it's okay.

2. Do not cheat the game system in any way.

3. Do not play the game to merely have a powerful character.

4. Do not steal ideas from this game without giving credit to the original creator. (And hopefully telling them about it)

3. Determine bonuses. (Scroll down to see an in-depth table) These are for the points you stuck in STR, SPD, and INT. Whenever I say 'STR mod', for example, it's the bonus from the points in STR that you're using. Either look at the table below or subtract the stat by 10, divide it by 2, and round down.

6. Determine quirks. Pick five quirks of your choice from the table; copy and paste their information into your sheet.

7. Spend levelup points. You have seven of them to use.

8. Determine your attacks. (See each build for instructions.)

9. Buy badges, weapons and/or items with your money.

And while you're making, updating, or leveling up your character, please heed these limits.

Limitations

You may carry 5 different items. Of each unique item, you may have 9 extra. That is a total of 50 items. If you exceed the limit, for every item over, subtract 5 from your AC and to-hit. The limit does not count badges or weapons.

You cannot gain more than 300 HP.

Any attack, save for Super, Level 10 Bonus, Spells, or Retro moves, can never institute a penalty to become more powerful.

You can't go more than 200 HP over your limit in normal mode. If you do, you will die, no matter how many crit mortality rolls you get.

The maximum limit of AC is as follows: 20 for people who get up to level 10, then level + 10 afterwards.... up to a maximum of 30 AC.

You cannot have more than 20 BP.

You can never have more than half of all the quirks in existence.

You cannot STR, SPD, or INT be more than 10 higher than your lowest STR, SPD, or INT stat.

You cannot deal more than 200 damage per action; any more, and it eats up another action. If, say, it deals more than 400 damage, it eats up three actions. If it deals 600 damage, then it requires four actions to use. You cannot do more than 600 damage per turn. These limitations are lowered in certain circumstances; see each build for any exceptions.

You cannot use more than three mundane items which last more than one action at once.

You cannot use melee moves twice in a row in the same turn.

If you are hit while charging, the charge goes away.

You can have up to four actions on a normal (non-hasted) character. Any attempt to get more will be denied.

The maximum you can have in any stat is 50; no more beyond that. Rightly you're likely to be around level 80 at that point, so it shouldn't bother you.

There's a few other things you should know. First thing, you must beat the AC to hit an enemy, or beat the DC when trying to accomplish a difficult task. If you match the AC/DC, you automatically fail. Furthermore, all builds can go into defense mode for their action rather than doing nothing, adding +2 to their AC until their next turn. It can be used cumulatively; so, if you use all three actions to defend, that's +6 AC until your next turn.

One final note. You get a finite amount of lives for each mission. If you lose them all in one mission, you get no pay, and a fraction of the EXP you earned. Lives are regenerated between missions, up to the amount the GM says. Make sure to keep track of damage you've taken when missions are paused, too.

Stat Bonus Table

Number in Stat

Bonus

1

-4

2

-4

3

-3

4

-3

5

-2

6

-2

7

-1

8

-1

9

-1

10

0

11

0

12

+1

13

+1

14

+2

15

+2

16

+3

17

+3

18

+4

19

+4

20

+5

21

+5

22

+6

23

+6

24

+7

25

+7

26

+8

27

+8

28

+9

29

+9

30

+10

31

+10

32

+11

33

+11

34

+12

35

+12

36

+13

37

+13

38

+14

39

+14

40

+15

41

+15

42

+16

43

+16

44

+17

45

+17

46

+18

47

+18

48

+19

49

+19

50

+20

Smasher Build

This build is the most common since it's the most well rounded. Modeled after the Smashers themselves, it grants you all the necessities and provisions you need to take whatever comes your way.

Normal State: Smashers are capable of executing a number of acrobatic moves, including double jumps. You also have four Normal Moves and four Melee Moves at their disposal. These are created by the GM; you must describe how each move works, then the GM translates that into statistics. Remember to write down the formulas, even after generating the attack's damage and to-hit using your current stats.

Normal Moves: Four special attacks made to do what simple punches and kicks can't. Includes things like spin attacks, drill-kicks that hit multiple times (though weakly), and wide swipes.

Melee Moves: Four special attacks with supernatural power. Engulf your fist in flames and deliver mighty blows, call lightning, put enemies inside eggs, and more! These moves must be patterned after the B, Forward+B, Up+B, Down+B roles set by the video games.

Overdrive Build

This Build of character is unorthodox, but provides an interesting alternative to Smasher Build. While Overdrive Build is limiting under normal circumstances, Overdrive Mode itself makes you an incredible force to be reckoned with, enhancing your attacks and granting amazing abilities. Anything a Smasher can do normally an Overdriven character can do better. Overdrive Mode is also the only surviving super mode as of now.

Normal Mode: Under these circumstances, you're more limited than a character made with the Smasher Build. You have six Normal Moves as opposed to four Melee Moves and four Normal Moves, and you can't double jump at all. All moves are given stats by the GM; you must describe to the GM the name and affects of each move.

Entering Overdrive: Overdrive comes into play when you dish out a whole lot of punishment with what little you have; you aren't a Smasher, and therefore Melee Moves aren't at your disposal. To enter Overdrive, you must fill your OP Gauge. For each successful hit you get, add 1 point. At 8 points, you enter Overdrive. This gauge resets after each mission. You can only gain a number equal to the amount of actions you have to the OP Gauge per turn. So, if you have 2 actions, you can only add 2 to the gauge each turn, making it take four turns to get into overdrive at best.

Staying in Overdrive: The OP Gauge described above only concerns itself with entering Overdrive. The OP value on your char sheet, which you improve by leveling up, is the value you're set at once you've transformed. Every hit you take will lower it by 1 point. Initially (at level 0), it's at 4 points. You stay in Overdrive between battles.

Special Overdrive Mode Features

Enhanced Moves

Your Normal Moves become replaced by these. They're more potent than Melee Moves, and there's more of them and they can be used with higher frequency.

Double Jump

Overdrive characters are normally unable to double jump. Under Overdrive Mode, they can do it better than a Smasher, gaining a +2 bonus to both jumps.

Awareness

The heightened sense of coordination and general awareness of your surroundings grants a +2 bonus to all attack rolls.

Special Movement

Overdrive Mode grants a special mode of transport. Teleportation, Burrowing, or Flight are common examples.

Super moves

These four attacks exceed Melee Moves in power, having a much greater scope and gravity to them. However, you deplete 2 OP every time you use one.

Caster Build

For those who prefer mind over matter in a very materialistic way, there's the Caster Build. They use spells to manipulate reality itself, resulting in a variety of powerful abilities. While this grants Casters extraordinary abilities no matter what the occasion, they don't always maintain that power. Eventually, their magic can be depleted, and without it they're not much better off than an Overdrive character in Normal Mode.

Spellcasting: Casters cannot double jump and don't have special moves of any sort. Instead, you have a set of spells . You gain a new spell point every three levels and can buy new spells. The stipulation is that you can't use spells without MP (of which they have 50 to begin). Spells automatically hit, but can be subject to a number of factors that impede their usefulness. Casters start four spell points. (This includes all the spells you would have gotten from leveling up to level 7.)

Tiers: There are three tiers of spells. Tier 1 includes weak, but easy to use spells. Tier 2 has spells that are used commonly, and are more powerful. Tier 3 contains only the best spells out of the bunch, but are the hardest to use. You can only use tier 1 spells three times per turn, tier 2 spells twice per turn, and tier 3 spells once per turn. Of course, you could do something like use two tier 1 spells and then a tier 3, it's just that you can't use too many spells of the same tier in the same turn. Their damage limits are far less limiting; 200 per action with tier 1 spells, 400 per action with tier 2, and 1000 per action with tier 3 spells.

Spells and Progressions

Spells

Name

Description

MP

Tier 1

Bang #

An explosion blasts three targets for INT damage.

8

Barrier ###

A barrier halves damage of physical attacks sent at you for INT/8 rounds by the target.

10

Barta #

A ray of ice flows across the ground, chilling enemies for 4 INT mod ice damage.

A magical shield halves damage taken from magical attacks for three rounds by the target.

30

Thundara #

A lightning bolt zaps the target for 14 INT mod electric damage.

30

Tier 3

Amnesia ##

You become oblivious to reality for three rounds, during which your INT is increased by 10.

50

Chaos Control #

You use the power of chaos to slow down time, allowing you to do two round's worth of actions in this one; however, you cannot stack this spell, and you are unable to attack on that next round, seeing as you did it already.

The love of a powerful goddess protects you from all types of damage for three rounds.

100

Power Bounce #

You become able to relentlessly leap on the head of the enemy 10 INT mod times, dealing STR mod every hit. (Can be blocked by DR)

60

Psychic #

Immense psychic energy shreds the minds of all foes, IF you posess superior intellect. Opposed INT checks against all enemies. The one with the lower roll takes 20 * the difference in their INT checks.

You are granted an extremely powerful wall, which halves the damage of both magic and physical attacks for 6 rounds.

100

And here are the spell progressions. You must get the preresiquite to use the higher up spell. For example, you need Thunder before you can get Thundara.

Tier 1

Tier 2

Tier 3

Barrier

Shield

Wall

Barta

GiBarta

NaBarta

Cure

Cura

Curaga

Curse

Bio

Disarm

Disable

Dispell

Fire

Fira

Firaga

Gaj

GiGaj

Gra

GiGra

NaGra

Qua

GiQua

NaQua

Sonicboom

Swift

Solar Beam

Sword's Dance

Agility

Amnesia

Teleport

Another Gate

Chaos Control

Thunder

Thundara

Thundaga

Whirl

Aeroblast

Gen

SaGen

Multibounce

Power Bounce

Star Rain

Comet

The spells not on this chart do not have progressions. If 1 'point' equals 1 tier one spell, then for spells without progressions, a tier 1 costs one point, a tier 2 costs three, and a tier 3 costs 6. Those with progressions each cost one point, seeing as they build on one another. Those missing a tier 1 spell still cost three, but then the tier 3 version of that spell only costs 1 more point. Each of these spells belong to specific 'mages' which increase their power by specialization. They only get certain spells. To one in a mage, the spells outside their current mage do not exist. Thus, they must buy spells from tier 2 and above which lack an in-mage preresiquite spell for the more expensive amount of points. After gaining all the spells in a mage, that character has mastered the mage, and obtains all of the abilities that come with it. They may then go on to multiclass in another mage, but during that time they can only use the spells of the mage they are mastering, and must pay twice the spell points to gain spells from there. However, once that is mastered, they will have obtained all the spells they are allowed; spell points from that point on may be used as upgrade points. All who do not choose a mage start as Red Mages.

Mage Types and Combination Spells

Black Mage

Spell List

Tier 1

Tier 2

Tier 3

Bang

Aeroblast

Firaga

Barta

Bio

Flare

Curse

Combination Spell

Megamagic

Fire

Fira

Megid

Gaj

Gen

NaBarta

Thunder

GiBarta

NaGaj

Whirl

GiGaj

NaQua

GiQua

SaGen

Thundara

Thundaga

This class of mage specializes in destruction, of all kinds. As a result they gain added power with damaging attacks, as well as a few fringe benefits.

Aura of Fear: Many people fear or despise those who specialize in destruction. As a result, you may roll opposed INT checks with a +10 bonus to your own to see if you frighten away unwanted enemies or civillians.

Destructive Knowledge: Due to your innate knowledge of destruction magic, you deal 1/4th (Rounded) more damage with all damage spells.

Unholy Rage: Should an enemy damage you for more than half of your HP with one hit, you will become enraged and able to launch a spell back at them, even when it is not your turn. This ability may be used once per mission.

Nintendus Mage

Spell List

Tier 1

Tier 2

Tier 3

Disarm

Combination Spell

Naryu's Love

Fire

Fira

Power Bounce

Teleport

Multibounce

Star Rain

A class for the general people of Nintendus; high on physical attacks but with some special magic to boot. Best suited for those who want to use magic AND their weapons. Their variety of special skills are unmatched. Their spells act differently, too.

Fighter Training: With extensive experience in fighting, Nintendus Mages have the power to use all of the normal moves which Retro builders use.

Life Force: Nintendus Mages are notoriously hard to kill. They get a +5 to mortality checks.

Quickdraw: With their knowledge in weapons, the Nintendus Mages know how to draw or put away any weapon without wasting time.

Theftproof: The mages of Nintendus know and hate thieves; they cannot be stolen from.

Weapon Artistry: The people of Nintendus love their weapons. As a result, they get +5 to hit with their weapon of choice (Note: Only one weapon may be chosen for this.)

Questermon

Spell List

Tier 1

Tier 2

Tier 3

Barrier

Aeroblast

Amnesia

Baton Toss

Agility

Psychic

Curse

Combination Spell

Solar Beam

Sonicboom

Reflect

Sword's Dance

Swift

Teleport

Thunder

Those who want to be just like pokemon, can now be just like that! Despite the limited spell set, the special abilities of the Questermon are rather impressive.

Move Stocker: Questermon may choose to bring only four spells into battle. Those moves, instead of having MP, will have 'uses' instead. Tier 1 moves have 30 uses, Tier 2 have 15, and Tier 3 have 5. Either way, it can be useful. Also, should they run out, they can use 'struggle', an insta-hit move which deals STR damage to the opponent but 1/2 STR damage back to the Questermon.

Poke-Empathy: Questermon can understand what pokemon say, and gain a +10 bonus to commanding any pokemon.

Thunder Strangeness: Questermon have a one in d3 chance of missing with the attack, but it deals three times the damage.

Red Mage

Spell List

Tier 1

Tier 2

Tier 3

Bang

Aeroblast

Amnesia

Barrier

Agility

Flare

Barta

Bio

Megamagic

Baton Toss

Cura

NaGaj

Cure

Disable

SaGen

Fire

Haste

Wall

Gaj

Fira

Qua

Gen

Sonicboom

GiBarta

Teleport

GiGaj

Thunder

GiQua

Whirl

Reflect

Star Rain

Shield

Thundara

All who are unable to make up their minds on what mage they want to be are automatically placed in this type. It's not really a mage, but rather a list of what a non-specialized caster can and can't do. However, taking spells which, in combination, cannot be placed all in one mage automatically and permanently puts you as this type.

Combo-Challenged: Red Mages cannot participate in or make spell combinations.

Multimage-Challenged: Red Mages are unable to 'master' their type; rather, they are always in it unless they choose to specialize (before taking the wrong spells) in a mage. As a result, one cannot multimage with this mage type.

Weak Healing: To show the Red Mage's inexperience at healing, their Haste Spells only give SPD/16 extra rounds and they heal 3/4 of the normal amount denoted by spell listings.

Time Mage

Spell List

Tier 1

Tier 2

Tier 3

Barrier

Agility

Amnesia

Baton Toss

Another Gate

Chaos Control

Disarm

Disable

Comet

Gaj

Haste

Dispell

Gra

Gen

Flare

Sonicboom

GiGaj

Megamagic

Teleport

GiGra

NaGaj

Reflect

NaGra

Star Rain

SaGen

Shield

Wall

These versatile mages live to manipulate time and space. While they do not have very many special qualities, they boast the largest range of spells out of any spellcaster.

Astral Focus: All damage done by these spells, when cast by a time mage, is multiplied by 1.1--only applies to spells which deal damage that is not a percentage or permanently set.

Gate Guard: Time mages cannot be damaged by Another Gate or other spells that are similar, due to their resistence to such magic.

Time Sense: With such an innate sense of time, the time mage can detect subtle shifts in time itself.

White Mage

Spell List

Tier 1

Tier 2

Tier 3

Barrier

Agility

Curaga

Cure

Combination Spell

Holy

Cura

Wall

Esuna

Haste

Reflect

Shield

Always a help to the party, White Mages are all about healing, curing, and destroying evil. While they only have one damaging spell, it is incredibly powerful. However, be warned; they are usually supposed to heal others. If you're a pacifist, this is the mage type for you.

Holy Gift: Whether it be their holy energy or that they are being protected by some deity, all White Mages gain +10 to mortality checks and cannot be poisoned. Death effects also do not hurt them.

Healing Knowledge: Due to intrinsic knowledge of many healing spells, healing power is boosted 1.5x for White Mages.

Party Power: The presence of a White Mage grants its party +3 to hit on all attacks until the battle is over.

Wrath of Heaven: Should a White Mage be facing an intensely evil foe and is in dire need of help (I.E. unable to run away or defend themself adequetely) they will be granted the ability to cast Holy on their foe, no MP required.

Using the 'Combination' spell, you can combine different spells... as long as they are listed here. First you cast the combination spell, and on the next action, you can cast a combination of two spells. Should you posess three actions, you may cast combine spell twice to combine three spells. And if you have FOUR actions, you may combine, that's right, four spells. Of course, the combinations can either increase or decrease the MP of the spells, and often enough increases the effectiveness of the spells involved.

Spell Combinations

Spells

Combo Name

Description

MP

Psychic + Barta Series, Thunder Series, or Fire Series

Elemental Kinesis

Gain control of the element in question for a round. All attacks made with that element heal you, and you can send other people's attacks of the same element back at them. You are also capable of pitching instant 70 damage attacks with that element each action during that round. Requires an INT of 30+.

100

Barta Series, Thunder Series, Fire Series

Triblaster

Deals 1.5x the power of all three moves put together.

1/2 cost of all spells in combo.

Amnesia + Psychic

Mind Shredder

The enhanced waves affect all enemies; your INT check against them has an extra +10 to it, and the ones with the lower roll take 30 * difference. You also get +10 to INT for three rounds.

80

Holy + Megid

X-Zone

This spell, the most chaotic one of them all, utterly obliterates whatever it hits, as well as dealing 25 INT mod dark and light damage to all allies.

300

Curaga + Esuna

Crystal Purification

A spell which heals plenty of damage as well as all status effects; works regardless of current status effects. 20 INT mod damage healed.

40

Wall + Reflect

Invincibility

With the power of two great spells, you become invincible for two rounds!

100

Chaos Control + Holy + Megid

Dimensional Eraser

One of the strongest combinations ever devised. This power focuses pure chaos energy into the target, eliminating them entirely, but also destroying their existance from history a few days back. This can be used to reverse the deadliest foes... but requires a white mage, a black mage, and a time mage, all masters, all with three actions.

600 (200 from each caster)

Baton Toss + Chaos Control + Haste

Hyper Speedup

This devastatingly powerful spell sets you at the head of the lineup, with haste for six rounds, and the ability to do two rounds of actions at a time as normally under chaos control.

130

Disarm + Disable + Dispell

Displace

This ability allows you to knock a non-boss foe out of battle without fighting them and yet gaining EXP anyway. Best for peaceful resolution of conflicts.

All of the opponents are blasted by firery explosions from your magic. 30 INT mod fire damage to all enemies; deals an additional (number of enemies) INT mod fire damage to all enemies on top of that.

100

Whirl + Barta + Fire

Whirlpool

A whirlpool of water is summoned in the middle of the arena, threatening everyone. All must do DC (INT + 5) checks to avoid falling in; those who do are treated to 20 INT mod wind + Ice damage and are unable to be attacked or attack until the whirlpool dissipates. The whirlpool dissappears after 3 rounds.

40

Teleport + Psychic

Telekinesis

You are able to hurl one enemy, object, person, etc weighing INT * 10 pounds or less at high speeds either into another target or just to somewhere else. The object in question must be within INT feet of you. Damage is 2 (AC of object thrown) to whatever the object hits; the object itself either takes 2 of its own AC back or 2 of the AC of what it hits, depending upon what it hits.

57

The Retro Build

The original, classic build which all the others are derivative of. This type of character works well either for emulating old Questers (Any returning Quester is entitled to getting some of their original moves) or for new people who find themselves overwhelmed by the other builds.

This build is based on emulating the moves of the Smashers, via stored knowledge in a device named the 'Fighter Remote.' You use SP to operate these moves. All of the moves use the same amount of SP, depending upon the level.

As I just said, the moves are ranked by levels. Depending on how many times you've used a move, you can OUT-perform the Smashers at them! All moves start at alpha, then go to beta, then gamma, then Epsilon, and finally omega. Gamma level moves are identical to how the actual smasher performs them. Then, respectively, the SP costs are 5, 10, 15, 20, and 25. Once you have a move at omega level, you can perform the alpha level without using SP. You increase the level of each move by using it. Thus, after five uses, an Alpha move becomes a beta one. Note that these are not totals; so after reaching beta, it takes another 7 uses to get to gamma. Or, if you are counting totals, then you need a total of 12 uses to reach gamma mode. You must be a certain level to use the higher moves. You cannot progress if you get a move to a level you cannot use. All of the 'uses' must be in the highest mode of that level, thus, if you cannot use the highest level, then you cannot increase the amount of uses. Almost any Quester (Since they start at level 7) can use an Alpha move. Mildly experienced ones can use beta, ones of level 12 or higher can use gamma, and so on. All of this is summed up in the handy dandy chart below.

Of course, you need to determine your SP. Your SP count is (STR mod + SPD mod + INT mod)/3, rounded appropriately, multiplied by five, and then with 20 added to it. This is your principal fuel for the moves; without it, you cannot use any melee moves (besides the alpha levels of moves at omega level), and as a result need to get more SP or will have to resort to using a weapon... or these basic moves which only 5th Builders can use.

Basic Moves

Name

To-hit

Damage

Description

Regular/Air Attack

STR mod

2STR mod

A regular attack, like a punch, a kick, or an aerial slap. Non-5th-builders can use this too.

Jumping Stomp

SPD mod

STR mod

This basic attack hits more than once. You can jump attack up to 3 times per action, if you're able to hit each time. Otherwise, that action ends when you miss.

Jumping Drill

SPD mod

d(STR mod * 6)

This spinning jump involves many kicks. If you're lucky, you'll deal more damage than with a jumping stomp.

Grab

SPD mod

(Enemy's AC)

Grab the enemy! You can then either throw them with another SPD mod (If at another enemy, if that enemy is hit, they take 2x the damage of what the thrown enemy takes) or you can hold them still, reducing their AC to 10 until your next round.

Smash Attack

STR mod

STR

wallop the enemy with a smash attack! Can only be used once per turn. Often sends enemies flying.

Meteor Smash

STR mod

STR * 5

Charge up for a whole round. If you can avoid being hit, you can unleash a ton of damage on the enemy! Similar to a smash attack, you can't use it twice in a row.

You can only bring four moves to a mission; for each use of the 'Move Expander' quirk, you may bring more, for up to a total of eight moves brought to the mission at maximum. Of course, you're wondering, 'How do I get these moves?'

You get four moves to start, entirely at random. You gain one new move at the end of each mission, to boot. They're all at random, of course, which is the major sacrifice of this build. The moves are sorted according to what fighter they belong to. High-level (Level 20+) Smashers, Overdrivers, Item Maniacs, or those who have had past characters with unique moves of some type may request to have their own moves added to the pool of obtainable moves. If they have the right moves, then they shall be added to the list. Bringing all the moves of the same fighter adds +2 to hit for all of those moves and +5 damage to the total damage (Read: After all other damage calculations, and only counts once, rather than per-hit) of all the moves from that fighter.

Fifth Build users may also gain moves by defeating their proper owners in the arena; however, they must risk a move of their own. They can also challenge other Fifth-Builders to a match where moves are at stake. These moves can also be traded. There are rumors of so-called 'Secret' moves, which were either secretly downloaded from their owners but then hidden, lost stores of ancient knowledge, universal powers of unimaginable power, or merely newly 'stolen' moves. These moves cannot be traded or lost, and take TWICE the uses of normal melee moves to master. However, they are unstoppable when put into action.

Other builds can come into possession of these moves. They, too, must calculate SP. However, their SP is based on INT mod * 5 alone, without any +20 to back it up. Furthermore, they can only have two moves at maximum, bring only one per mission, and can only get up to Gamma level. The moves also take twice the uses to level, and twice the SP to use. However, they can be traded and wagered like normal moves. Unfortunately, other builds cannot receive moves that have had their Gamma Level used at all.

Below, is a list of fighters, with their moves and the like detailed. Some fighters closely mimic others; there's special rules on getting their moves. There's also some moves in red, which require an INT of 20 or higher. They must be used carefully, for they have a tendency to be overkill.

The move tables which are linked together indicate that those fighters closely mimic one another. You can only have one set of moves from those linked sets. This is to prevent people from hoarding similar moves in order to become more versatile than what should be possible.

Special Melee Move Info

Deathmachine Items

Number

Name

Effect

1

Wad of Paper

Deals 1 damage.

2

Rubber Ball

Deals a whopping 2 damage.

3

Paper Airplane

Deals 6 damage.

4

Small Rock

Deals 7 Earth damage.

5

Wheel

Deals a flat 10 damage.

6

Giant Vase

Deals 12 damage.

7

Hunk of Cheese

Explodes, dealing 15 damage.

8

Weak Firecracker

Explodes, dealing 16 fire damage.

9

Sharp Pin Missile

Stabs the enemy, reducing their to-hit by 1 for a round.

10

Small Grenade

Explodes, dealing 20 fire damage.

11

Several Darts

Deals 25 damage.

12

Iron Spear

Deals a whopping 30 damage.

13

Axe

Deals 32 damage.

14

Shotgun Spread

Deals d50 damage.

15

Large Missile

Explodes, dealing 40 damage.

16

Rocket

Explodes for 41 damage.

17

Giant Fireball

Roasts the enemy, dealing 50 fire damage.

18

Cannonball

Knocks the opponent one back in attack order; deals 60 damage.

19

Giant Barrel Full of Lit Explosives

Makes a GIGANTIC explosion, hitting all enemies for 100 damage.

20

Deathzooka

Paralyzes, Confuses, and Freezes the opponent, in addition to dealing 50 damage.

21

Imploding Banana

Implodes the enemy, dealing 3/4 of their max HP back to them in damage; on bosses, deals 200 damage.

Can be fired at full power for extra 10 SP; base damage is 24 INT mod, takes whole turn to fire.

Knuckle Joe

Name

Alpha

Beta

Gamma

Epsilon

Omega

Vulcan Punch

Hit the enemy with a fast punch of energy! SPD to hit, STR mod damage.

3 STR mod damage.

SPD + SPD mod to hit, affects two targets.

SPD + 3 SPD mod to hit.

STR + 2 STR mod damage.

Double Kick

Does what its name says. 2 hits, SPD mod to hit, 2 STR mod damage.

2 SPD mod to hit.

3 STR mod damage.

3 SPD mod to hit.

4 SPD mod to hit.

Rising Break

Rush at the enemy, then fly upwards, hitting them tons of times! SPD mod to hit, d10 STR mod damage.

3 SPD mod to hit.

2d7 STR mod damage.

SPD to hit.

4d4 STR mod damage; SPD + SPD mod to hit.

Vulcan Grab

Grab the enemy, then hurl them at another enemy! Opposed STR checks. If you succeed, you deal 3 STR mod damage to the enemy, and may make a d20+SPD mod throw. If you hit your target, it takes Enemy AC + 3 STR mod damage.

2 SPD mod to throw; STR check gains extra STR mod bonus.

Throw threatens two enemies; throw has 3 SPD mod to hit.

SPD to throw; 2 extra STR mod to STR check.

Throw always hits.

Mr. Game and Watch

Name

Alpha

Beta

Gamma

Epsilon

Omega

Judgement

Smack the enemy with a hammer of randomness! 2 STR mod to hit; roll d2 after hitting to see what happens.

Now a d4; more, better hammers availablle as a result.

Now a d6.

Now a d8.

Access all hammers with the random hammer roll now at d9, the maximum.

Fire

Fly up into the air with the help of pixellated firemen! STR mod to hit, STR damage.

Now 3 STR mod to hit.

5 STR mod to hit.

Deals STR + 2 STR mod damage.

Now 7 STR mod to hit; deals 2 STR damage.

Chef

2 hits; SPD mod to hit, 2 SPD mod damage.

Now three hits.

Each hit now deals 3 SPD mod damage.

Two SPD mod to hit.

FOUR hits!

Oil Panic

Grab enemy attacks! Use this to send one projectile back at the enemy. Use d20+SPD mod to hit the enemy with the attack you send back.

Absorbs two projectiles.

Deals double damage when attacks are sent back.

Up to three projectiles.

Triple damage!

Meta Knight

Name

Alpha

Beta

Gamma

Epsilon

Omega

Sword Shot

Shoot an image of a sword at the opponent. 3 SPD mod to hit, 3 STR mod damage.

Inhale an enemy and steal their ability! You keep that ability until hit by a critical or you decide to drop it, or you die. (Even between missions!) 2 SPD mod to hit; 0 damage if copied, 4 STR mod damage if spitted out.

A very important part of the game is battling. Rarely, though, do people know the full rules of engagement. First thing, each person has actions. All Questers start with two actions. At level 17, you get three. If you get a special item or something, you can max out at 4 actions. Each action can be used for the following:

Using an item

Using a Normal, Melee, Enhanced, Super, or Trance move

Using a Fifth Build Melee Move, Casting a spell

Taking out a weapon, switching weapons, switching between normal and special modes on a weapon, attacking with a weapon, using a spell via a weapon, or attempting to disarm somebody of their weapon

Running away: Do a SPD check, opposed to all enemies. If you beat more than half of the enemy checks, you escape.

Charging an attack, activating a special ability

Chatting with an enemy or ally

Scanning an enemy with a smash dex

Going into defense mode (+2 to AC until next round, adds up when used multiple times)

Jumping (STR check), or running (SPD feet), or solving a puzzle/using a computer

Manipulating a background object, like destroying a chandelier chain

Distracting the enemies, causing them to attack you

Passing the action, doing nothing

Preparing to attack an enemy, getting a +2 to hit with the next attack at that target

Many other things

At the start of any battle, announce your SPD. The GM will announce a battle order, much like this:

Order: Metal Sonic, Aribar, Garrick, VG, Joe, Illian.

If you are, say, Joe, then you must wait until Metal Sonic, Aribar, Garrick, and VG have finished their turns before you can attack. Make sure to stay around for your attack--if you must temporarily leave, announce it, and possibly an attack you will do if your turn comes while you are gone. You will be skipped if you take more than 1 minute to respond; if writing a long description, say something like (Wait a sec, writing long description). Also, stay around for enemy turns. So, in this case, Metal Sonic is the enemy. So stay around so you can announce when you're hit and the like.

When using a damaging attack (I.E. Status effects, stat damage, regular damage, elemental damage), roll the to-hit roll(s) if there are any. The GM will declare if you hit or miss. If you get a crit (natural 20), you deal double damage. If you get a natural 1, you are at risk for a counter-attack from the enemy. Note: You cannot crit-miss on a multi-hit attack. Then, announce the raw (unreduced by DR, unmultiplied by crit) damage. (If there's a damage roll, roll it as normally) The GM will announce the final damage if it is different. If not, then do your next action. Once done will all actions, announce that your turn is over. Then the GM will go on to the next person.

At the end of every battle, the GM will dictate awards of EXP and Coins, and possible other awards. Also, make sure to count how many lives you have; if you take more than your HP, you must roll a mortality check (d20+STR). Once above your mortality, you are considered to be 'mortally wounded', and thus easy to kill. If you fail a check, you lose that life, 'dying', so to speak. However, you merely wind up coming back, SSB style, on a revival platform. If you run out of lives, you are out of that mission, and get no further rewards. You only get a fraction of the EXP you earned up to the point you died. You also get no end-of-mission coin bonus. You cannot use 'Lucky' or 'Crazy' quirks on mortality rolls. Finally, a critical roll on a Mortality roll is an automatic success, unless you have taken more than your maximum HP +200 in damage, in which you still die. If you get a critical roll, then you miraculously survive the damage most of the time. If you get a natural one, you instantly die, related to either shock or failure of your body to withstand the hit.

Following this information will speed up battles for everybody, so it's suggested you do as suggested.

Here is reference on the various special elements and status
effects attacks can use.

Elements:

Fire

Ice

Dark

Light

Psychic

Electric

Wind

Earth

Soul

Status Effect Name

Effect if it hits

Confuse

Enemy rolls a dice equal to the number of people in
the battle, including themself. Whoever the dice
chooses, they attack. This lasts for d6 rounds.

Freeze

Opponent is unable to attack or defend for one round. Only ice attacks can freeze. If the frozen target is hit by fire, they are defrosted, but take double damage from that fire attack due to antipode.

Hyper

The target gains SPD/8 extra rounds for the
duration of 3 rounds.

Invincible

The target is invulnerable for 2 rounds.

Paralysis/Sleep

The enemy must roll d3 every round. If they get a 1, they cannot attack. SPD is halved by this status effect. Only electrical attacks can paralyze.

Poison

The target takes 5 damage every round, until they are cured or die.

Sealed

The target is unable to use special attacks for (Attacker's INT mod) rounds. Only Soul attacks can Seal.

Fire -> Ice -> Earth -> Electric -> Wind ->
(Go back to beginning)

Psychic -> Soul -> Psychic

Dark vs. Light: The one with the higher INT deals super-effective damage and takes less damage when hit by the weaker person's opposite aligned attacks.

The arrow that points to another element shows what element
is weak against what. For example, Fire -> Ice means Ice is
weak against fire. Also, Wind -> Fire means Fire is weak
against wind. If the opposite of these situations happens, and
you attack a fire elemental with ice, then you deal the
standard half damage. Rounded down. Dark and Light have
different alignments, depending on the fighters. Psychic is strong
against Soul, and Soul is strong against Psychic.

When hit by an elemental attack that is the same as your element, one of two things happens. Either you take half damage, if you're aligned with the element, or you are healed, if you have an affinity for that element. When hit with an element that your element is strong against, you either take half damage (aligned) or no damage (affinity). And if you're hit with an element that your element is weak against, you either take 1.5x damage (aligned) or 2x damage (affinity).

When you get a critical hit with an elemental attack, various special things happen, depending on the element.

Element

Effect

Fire

Burns the opponent, temporarily reducing their STR by 4 for 4 rounds.

Ice

The opponent is frozen solid, getting the status effect of the same name.

Earth

The enemy is unable to defend themselves for one round, trapped by dirt.

Electric

The enemy is paralyzed.

Wind

If applicable, the enemy is blown out of the battle. Otherwise, deals triple damage.

Psychic

The mental shock reduces the enemy's INT by 10 for one round.

Soul

The direct and deadly soul damage knocks the enemy out for two rounds.

Dark

Dark energy surrounds the opponent, decreasing their to-hit by 10 for three rounds.

Light

The holy energy burns the evil out of the enemy, causing them to lose an action out of their turn for the rest of the battle. Only works on evil enemies.

These effects only happen on critical hits. If you get a critical failure... well, they happen to you instead! So be careful.

Weapons serve as an alternate way to attack enemies, or to power up certain moves. They come in ranks, from 0 to 50. You get one to start with. Or you can buy another base weapon for 2000 coins.

When first making your weapon, you must choose what stat it will be based off of. This also must be approved by a GM. For example, if a sword is based on SPD, it will have to be oriented towards speed. A gun, naturally, will not be able to use STR. INT based weapons must focus on their magical side. Now then. Once you have chosen which stat the weapon is to be based off of, write a description of it and name it. Here's an example.

Baseball Bat

Description: An ordinary baseball bat, like the one you might see in the game of the same name.

History: Taken from a random baseball field to be used as a weapon.

Based on: STR

To hit: d20+STR mod

Damage: STR mod

Special Mode: None

As you can see, the modifier of the stat you choose will determine the to-hit and damage. This is a rank 0 weapon. It hasn't been upgraded yet. Before we talk about upgrades, though, take a look at this. Remember, you must be either the same level as or higher than the level of the weapon to use it. So a level 10 person can use a level 10 weapon, but not a level 11 weapon. Neither can a level 45 person use a level 50 weapon, but they can use a level 4 weapon.

Weapon Ranking System

Rank

Description

How to Upgrade

0

Either an unupgraded weapon or an item.

1000 coins per upgrade on an unupgraded weapon; cannot upgrade items.

1-5

Normal Weapon

1000 coins per upgrade, until you reach rank 5.

6-10

Enhanced Weapon

2500 coins per upgrade.

11-15

Super Weapon

4000 coins per upgrade, and 100 EXP as well.

16-20

Legendary Weapon

5500 coins per upgrade, and 300 EXP.

21-25

Mega Weapon

7000 coins per upgrade, 500 EXP as well.

26-30

'Ultimate' Weapon

8500 coins, 700 EXP, and 1 upgrade point.

31-35

Unique Weapon

10,000 coins, 900 EXP, and 2 upgrade points per upgrade!

36-40

Divine Weapon

11,500 coins, 1100 EXP, and 3 upgrade points per upgrade.

41-45

Peerless Weapon

13,000 coins, 1300 EXP, and 4 upgrade points per upgrade. Weapon becomes indestructible, unless it is self-using or a vehicle..

As you can see, you're right now on rank 0. As you upgrade your weapon further, it will become harder to upgrade. The last five upgrades are nearly impossible until you get to an extreme level. Once a weapon has hit rank 50, it becomes 'finished', and completely unique to you. Weapons of this rank, like Valcion, are extremely powerful, and require the experience of a level 50 character to wield. They also seem to be able to change fate. Regardless, you'll need to know what you can upgrade and how before you can smack people with a legendary baseball bat. If that wasn't clear enough, then I'll walk you through it. First thing. You have your level 0 weapon. To upgrade to rank 1, it costs 1000 coins. To rank 2, another 1000. You go along like this until you've gotten to rank 5. To get to rank 6 from rank 5, it costs 2500 coins. Then 2500 to get to rank 7. Etc, until rank 10, where you must pay 4000 coins and 100 EXP to get to rank 11. Rinse, lather, repeat.

Using the guidelines above, you can improve your weapon. Below are the various things you can increase. Some require more than one upgrade; others even have a variable amount of upgrades needed, depending upon the upgrade. For example, to make a weapon hit more than once, you'll be doubling the upgrades used! Of course, all weapon types are encouraged, but some are trickier than others.

You cannot use more than five units to upgrade damage directly without adding an equal amount of upgrade units in enhancements that either enhance damage indirectly or do not enhance damage first.

Weapon Upgrades

Upgrade Units

Name

Description

Modes Enhanced

X2

Add Attack

The weapon attacks more than once per use. increases unit use by number of shots. Thus, if you have three shots, it takes three units to upgrade the weapon. It also requires that you have one or more upgrades on the weapon. This counts for all past and future upgrades to the weapon.

Both

1

Add Modifier

Add the modifier of the weapon's main stat to hit or to damage.

Both

4

Add Stat

Add the entire main stat to hit or to damage.

Both

4

After-effect

The attack, after being used, has a one in four chance of 'echoing' and threatening the enemy one round after you attack with the weapon.

Normal

2

Armor coating

The weapon takes 4 less damage for each of these upgrades, and you get a +4 to checks avoiding the weapon's destruction.

Both

1

Badge Power

You may delegate BP to the weapon. For every 2 BP delegated, the weapon gets +1 to hit and +1 to damage. However, the weapon will need to be equipped like a badge to work, and cannot be used if it isn't equipped like a badge. Every use of this upgrade increases the amount of BP delegated by 1.

Both

3

Badge Space

The weapon can hold 1 BP worth of badges for every time this upgrade is applied. Cannot be used to exceed limit of 20 BP.

Both

MP Cost

Cast Spell

The weapon can cast a spell. The weapon must have a higher INT-based to-hit or damage than the unit cost of the spell for the current person using the weapon to cast the spell. Can only be used once per round.

Special

5

Charge

The weapon can be charged. Each action of charging triples the damage it does, but it is restrained to the amount of 'Charge' enhancements that are on it. (I.E. 1 charge action per time 'Charge' is put on the weapon)

Normal

3

Check Enhancer

All non-attack checks made using the main stat that the weapon uses get a +5.

Special

1

Concealable

The weapon is easy to hide, and hard to notice even when it's out.

Normal

1

Counter-slice

The weapon can be used to instantly hit the opponent if they crit-miss you.

Normal

3

Critical Edge

increase the critical hit range by 1.

Both

3

Critical Enhancement B

With this, critical damage becomes x3 instead of x2. When used again, it becomes x4... up to a maximum of x10.

Both

1

Element

The weapon is now elemental-based.

Special

2

Energy Sapper

You can try fueling the weapon with OP, SP, or MP. +10 to hit and damage for each OP, +2 to hit and damage per SP, and +1 per hit and damage per MP. For each use of this upgrade, you can use 5 more of each to fuel the weapon.

Special

1

Energy Stealing

The weapon heals you for 10% of the damage it causes.

Special

5

Enhanced Mobility

The weapon allows you to hover 3 feet, fly like an airplane (For 10 minutes), or swim underwater (for 20 minutes) per use of this upgrade.

Special

5

Extra mode

The weapon gains another mode, of either special or normal type. This mode can then receive the appropriate type of upgrades. This is not needed to have special mode; you have special mode by default.

Either

3

Fearsome Weapon

By taking out the weapon, you can scare away some enemies. Opposed INT checks to see if you scare the enemies away.

Normal

4

Foolproof

The weapon ignores your own critical failures.

Both

1

Glow

The weapon glows in the dark, providing dim light.

Normal

5

Healing

Convert damage to healing; halve it. The weapon can now be used to heal. It must first be Light Element, though.

Special

2

Homing

For every time this is taken, the weapon ignores 1 AC of the target.

Both

4

HP Plus

The weapon adds 2 * weapon rank HP to your max HP. Or to its own HP, if it's a vehicle. Cannot be taken more than once for a non-vehicle weapon.

Both

X1.5

increase Area

Threaten one more target with the weapon. Multiplies the unit cost by 1.5, rounded up, of all new upgrades.

Both

3

Item Locator

The weapon beeps when you're near important or findable items.

Both

5

Learning Weapon

The weapon can gain levels like normal Questers. The EXP needed for the next level is the same as if the weapon was a Quester. You may give it EXP to increase its rank whenever you gain EXP from a mission.

Both

5

Life support

The weapon protects you from harsh environments for 10 minutes.

Special

1

Lock-on

You can use an action to double the weapon's to-hit for the next attack; equal to aiming or targeting.

Normal

SP Cost

Melee Move

The weapon allows you to use a melee move. Must have a higher STR-based to-hit or damage than the SP cost of the move to be used by the current person equipping the weapon.

Special

3

Momentum increase

Add AC to damage.

Normal

6

Power Balancer

Add another stat as the weapon's main stat. Must be approved by GM. From that point on, that stat's modifiers are also added to-hit and to damage.

Both

5

Power Source Slot

You can try to power the weapon with such things as chaos emeralds and mushrooms. They have a limited amount of power, and the bonus gained varies.

Special

2

Quickdraw

It doesn't take an action to take the weapon out or put it away.

Both

3

Quick Swap

You can switch between special and normal and any other modes on the weapon without using an action.

Both

2

Returning

The weapon returns on command.

Both

4

Self-help

Cause a positive status effect on yourself. Take again to be able to use it on allies. Take once more to use it on enemies, I.E. Undead.

Special

X2

Self-Using Weapon

The weapon can be deployed on its own. It will intelligently attack enemies by itself. It has one action per main stat. However, this doubles the cost of upgrades forever, as well as requires the same amount of upgrades as the weapon has in upgrades to get.

Both

1

Shiny

The weapon reflects light. A lot.

Both

1

Silent

The weapon cannot be heard easily; it makes very little noise.

Normal

5

Slot Roller

Double damage done, but now it occurs at random. Roll d(Your damage * 2) to see what happens.

Both

2

Specialization

Pick one enemy type or environment. You gain +5 to hit and +5 damage against that target or while in that environment.

Both

2

Status Effect

The weapon can inflict a negative status effect.

Special

2

Strafe

You can spread each shot on a multi-hit weapon out; for example, 1 shot at target 1, and 1 shot at target 2, in a weapon that attacks twice per use.

Normal

2

Stylish Hits

Subtract points from to-hit to deal more damage from a flashy attack. For example, subtracting 1 from to-hit increases damage by 3 points.

Normal

1

Theft-proof

Anyone trying to steal the weapon takes 5 damage.

Both

10

Vehicle

The weapon is actually a vehicle. For each time this is taken, one weapon can be mounted onto the 'vehicle.' The HP is 10 * Weapon Rank + 100 for every time this ability is taken.

Both

1

Viewfinder

The weapon has a viewfinder, which helps the user pinpoint things far away or in the dark.

Special

Special Mode and Normal mode are the two modes a weapon can be in. Anything labeled for only one of the modes only works in the respective mode. Special mode is more powerful, but has a -5 to hit, -1 to hit for every element, and -3 to hit for every status effect. Note that spells continue to auto-hit in this mode. Furthermore, while in special mode, you can only use the weapon once per round. It takes an action to change between modes. The HP of a weapon, whenever an attack made to attack weapons comes into play, is Weapon Rank * 5, unless it's a vehicle. The vehicle option is pretty neat. However, you'll want a power source slot if you want it to move on its own power. Enhanced mobility is also suggested, as is armor and the like. A viewfinder adds to the experience. Of course, it costs a lot of upgrades. You can add either weapons or modules (Make a weapon mounted to the vehicle a vehicle as well) to the vehicle to make it better. You can mount up to five weapons to the vehicle. If the vehicle is damaged, then you'll have to pay to repair it. Also, the vehicle has two weapons to boot. (Representing what it does in 'normal' and 'special' mode, of course.) It can only use its 'special' mode weapon whenever it has to enter special mode to use one of the abilities that only works in special mode. If it isn't clear to you by now, when in special mode, normal mode upgrades don't count, and vice versa... except, of course, when determining HP and the like based on total weapon rank.

Let's say you want to dual, triple, or even quadruple wield weapons. Well, that's allowed, but... with restrictions. First thing, combine the levels needed to use the weapons. So, like, if one weapons needs you to be level 10 to use, and the other needs to be level 20, then you need to be level 30 to wield them both. Dual wielding allows you to use the weapons simultaneously when you attack; it even allows you to use them both when doing an attack that uses weapon stuff on it. When using different weapons, though, some things are changed. First thing: the to-hit of the weapons is an average. If you use a sword with +10 to hit, and a low-accuracy axe with+5, then you add them together, divide by two, and round. 15 / 2 = 7.5. 7.5 rounds up to 8. Thus, you'll get a +8 to hit on attacks with you dual wielding those. But there's more! When weapons are dual wielded, your ability with each individual weapon is diminished, in order for you to hit more. As according to this chart:

Main Stat

Range

Penalty

STR

Melee

-5 to damage per hit.

STR

Ranged

-5 to hit.

SPD

Melee

-5 to hit.

SPD

Ranged

-5 to hit.

INT

Melee/Ranged

-1 to hit, -3 to damage per hit.

This only applies if you're using the same range and the same main stat. If you aren't, then the penalties are STACKED. So, if you use a STR-based sword with an INT-based ice-shooting wand, you'll get -8 to damage per hit, and -1 to hit. Needless to say, this isn't for novices. If you don't understand this, then don't dual-wield. Now then, one last thing. These penalties are also stacked, if, say, you're triple or quadruple wielding through a special badge/item. If you have three SPD-based pistols which are obviously ranged, then you get -4 to hit. And, if you're REALLY tricky, and say, quadruple wield, using a STR-based sword, an INT-based wand, a SPD-based rapier, and a STR-based boomerang, then you get -8 to hit, and -8 damage per hit. One final thing. you cannot use items while dual or higher wielding unless you somehow have an extra arm not used for wielding a weapon.

After you've got your character together, you're still not quite done. You get to choose between 9 upgrade types. They upgrade various statistics, making them stronger. Since you start at level 7, you get to choose seven of these. You may take the same upgrade more than once.

Upgrades

Name

Description

HP/%

You may take 5% more damage.

STR

You gain 1 STR point.

SPD

You gain 1 SPD point.

INT

You gain 1 INT point.

AC

You gain +1 to AC.

BP

You gain 3 more BP.

Quirk

You gain a Quirk.

Build

Gain another build-related upgrade.

Smasher: Incompatible with this upgrade.

Overdrive: The OP gauge, which is obtained upon overdrive, can be increased by 1.

Spellcaster: You may gain one 0+ spell. With two, you can get one 5+ spell. With three, you can get one 10+ spell. Of course, you have to be the right level first. Or, you can gain +10 to max MP.

Retro: Gain 5 SP.

???

Gives you a completely random upgrade. However,
there is a very slight chance of getting two upgrades at
once! ...And a slight chance of getting no upgrade at
all. Roll d8; roll d7 if you're a smasher.

Along with this, you gain 2000 coins or a chance to use the slot machine with every level up. The slot machine will also come up when you knock an enemy's HP up to 777%, or you can use it twice instead of getting 7000 coins with your new character.

Slot Machine Numbers and Combos

1: You get 1 coin.

2: You get a measly 20 coins.

3: You get a puny 60 coins.

4: Now we're... sorta talkin'. 200 coins for you.

5: Here we go! A whopping 500 coins for you!

6: Woohoo! 3000 coins!

7: You're pretty lucky. 7000 coins, on the house!

Three of the Same Number Besides 7 or 1: Add the
results together... then multiply by 3 again!

Three 1s: You get nothing. Ha-ha.

Three 7s: You get the jackpot! 50,000 coins for
you.

123: You gain 1,230 coins.

42 is somewhere in result: You gain an extra 420 coins
to your result.

15 in the result: You gain 50 bonus coins.

55 in the result: You gain 150 bonus coins.

555 is the result: Woohoo! 5000 bonus coins for you!

13 is somewhere in result: Your total is halved.
Mwahahahahaha.

Two 6s or two 2s: You may roll again instead of taking
your current result.

Of course, you need to know the EXP for leveling up and such before you can start the game. Since you start at level 7, set your EXP to the amount of EXP it exactly takes for level 7. Whenever your EXP passes the total for a level above your current one, you level up. The chart below tells you what you need to know.

Leveling Up Information

EXP total

Level

Extra Bonus

100

1

Nothing.

300

2

Gain a Quirk.

600

3

Zilch.

1000

4

Gain a Quirk.

1500

5

Zip.

2100

6

Gain a Quirk.

2800

7

Now can do two attacks!

3600

8

Gain a Quirk.

4500

9

Nada.

5500

10

Gain a Quirk, and DO YOU WANT TO KNOW???

6600

11

Empty.

7800

12

Gain a Quirk.

9100

13

Superstitious Number!

10,500

14

Gain a Quirk.

12,000

15

Zero.

13,600

16

Gain a Quirk.

15,300

17

You may now attack 3 times, which is NOT the maximum!

17,100

18

Gain a place in the Hall of Fame.

19,000

19

None.

21,000

20

DO YOU REALLY WANT TO KNOW???

23,100

21

+10 to maximum HP.

25,300

22

Whoops. Next level, please.

28,600

23

Gain 1 BP.

31,000

24

Create nothing.

33,500

25

Gain 5 free weapon upgrades.

36,100

26

Invent nothing.

38,800

27

Vacuum.

41,600

28

Nein

44,500

29

Gain 10 random cubes!

47,500

30

DO YOU EVER WANT TO KNOW???

50,600

31

From this point on, gain 3000 instead of 2000 coins per levelup.

53,800

32

Not Present

57,100

33

+1 to STR, INT, and SPD.

60,500

34

+1 to BP.

64,000

35

Vast Nothingness

67,600

36

+20 HP

71,300

37

Gain a special Specialist Quirk which adds +20 to-hit instead of +10.

75,100

38

Gain a single Melee Move at Gamma level, reroll if you get one you can't use..

79,000

39

Gain nothing at half-past never.

83,000

40

WHY DO YOU WANT TO KNOW???

87,100

41

Absolutely nothing.

91,300

42

Gain 10 free weapon upgrades.

95,600

43

The absolute value of zero.

100,000

44

100,000 coins! Whoo!

104,500

45

Nothing here, either.

109,100

46

Gain a random badge.

113,800

47

Nothingness + 0

118,600

48

Gain a lot of 0s.

123,500

49

0 divided by 0... or... more zero!

128,500

50

IS IT EVEN POSSIBLE TO KNOW???

133,600

51

+30 to Maximum HP.

138,800

52

0 + 0 * 0 / 0

144,100

53

+1 to STR, SPD, and INT.

149,500

54

Othing-nay.

155,000

55

W00t! 55,555 coins for you!

160,600

56

The value of a Continental Dollar.

166,400

57

Five free weapon upgrades, on da house!

172,200

58

+1! I mean 0.

178,100

59

The powers of leveling up combine to give you 20 more to your maximum HP!

184,100

60

IS IT IMPOSSIBLE TO KNOW???

190,200

61

Uhhh... hmmm.... ... ... *hurls a random badge at you and runs*

196,400

62

Ummmm.... *just runs away*

202,700

63

Uhhh.... take it! Five more free weapon upgrades!

209,100

64

It's you 64! Get N or get out! 64 bits of power!

215,600

65

I'm all out of weapon upgrades... take five blue potions instead.

222,200

66

So many twos...

228,900

67

*Looks through pockets* ....Here's two random extra upgrades.

235,700

68

Up and up we go... where it ends, no one knows.

242,600

69

Koloo Limpah Something! ...You now have twice as many coins as before. Ahhh! Tingle! *Flees*

249,600

70

SHOULD ANYONE KNOW???

256,700

71

With the power invested in me, I giveth thee a random retro move at Gamma level! Reroll if you can't use it (Red text).

263,900

72

I had a good idea for a bonus here, but then it violently exploded on me.

271,200

73

The magical odd number of oddness grants you... two quirks, if you have the room.

278,600

74

Brain Malfunction! Ahhh! No bonus for you!

286,100

75

You get another move, spell, what have you, if you can, depending on build.

293,700

76

No, you do not get free gas at 76 Gas Stations. It just isn't an in-game issue.

301,400

77

Amazing! You gain a FOURTH action, if you don't have one yet.

309,200

78

Who's more obsessed with SSQ, you or me?

317,000

79

Kolorado, Alakazam! Your max BP is set to 20, not a sham!

325,000

80

STOP TRYING TO KNOW!!!

You may combine two level 10 bonuses to make a far more versatile bonus. However, you cannot add a level 10 bonus to an already-made bonus. Level 10 bonus stuff is known to be un-upgradable, and unique. Thus, you must have immense patience to wait to gain ten levels after gaining your first bonus.

This tank starts empty but can hold up to
100% extra HP. Whenever the user pleases he or she may
empty the entire tank to restore his or her HP by
whatever was in the tank. The Sub Tank cannot be
emptied in segments.

¢1200

28

Energy Capsule

Comes in round and square capsules! These
capsules add 10% HP to the Sub Tank's reserves.

¢200

29

Met Hat

The latest fashion trend. This item adds 2 AC
and also you can skip your turn so you can hide under
the hat, thus protecting you from all attacks. You
can't attack until you use another turn to get out from
under it, though. Lasts only for one battle.

They should have named this the Rush Slinky.
Everyone loves Slinkies! While this item gives a +5
bonus to jump checks when used, it must be deployed on
a surface before being used.

¢500

32

Rush Search

Woof, woof! A replica of Rush helps you
search for items or other things providing you with a
+5 bonus for searching for something.

¢500

33

Weapon Energy Capsule

Nothing like the taste of plasma in the
morning. This capsule has been modified so that Casters
regain 10 MP if used, or if an Overdrive character uses
it he gains one point to his OP Gauge. Any other build gains
nothing for using a Weapon Energy Capsule.

Probably the most common item in Hyrule. When
thrown at a group of enemies they must make an
Intelligence save (DC 15). Failing paralyzes them.

¢200

45

Deku Stick

Useful for using as a torch. You can strike
an enemy for 10% damage (20% Fire if on fire), but
there is a 75% chance the stick will break.

¢200

46

Green Potion

Tastes like. . . Green chicken? Restores half
your max MP.

¢600

47

Guardian Acorn

Why not a Guardian Walnut? Damage taken is
halved for five rounds.

¢2400

48

Lon Lon Milk

Yummy! Comes in both regular and chocolate!
Restores 5% HP. Two drinks per bottle.

¢200

49

Piece of Power

This tiny triangle increases all damage you
do by 15% for five rounds.

¢1200

50

Powder Keg

This is one big bomb. It requires a Strength
of 16 or higher to even use it! It has a one round
delay before exploding, damaging everything in its
explosive range for 40% damage. Speed save (DC is 15)
to avoid damage.

¢700

51

Red Potion

Mmmm. . . Tastes like red milk. Restores half
your max HP.

¢600

Sonic Items

52

Shovel Claw

These sharp claws stay on your hands for ten
rounds before disappearing. If used to attack a foe
they deal 5 + Strength Modifier damage, and if used to
dig or climb you get a +5 bonus to your roll.

¢600

53

Jet Booster

This little jetpack-thing will follow you
around for ten rounds before running out of fuel and
becoming useless. It adds a +5 modifier to all jump
checks and lessens damage from falls.

¢600

54

White Gloves

Ooh! Comfy! These gloves add 1 to Speed and 2
to punching damage, but not much else. Lasts for one
battle.

¢500

55

Ring

Shiiiiiiiney. . . Each of these rings restore
1% HP. If you collect 100 of then you can use them to
regain one life during a mission.

¢10

56

Treasure Scope

Use this to find items! This scope gives you
a +5 bonus to search and trap related checks.

¢500

57

Spring

This is a rarely seen item. It allows you to
bounce over projectiles (1 in d10 chance of missing)
and a jump attack hits all nearby enemies. Lasts until
hit.

¢550

58

Super Sneakers

These sneakers can only be used once. It adds
10 Speed and puts you first in the order lineup and
lasts for three rounds. Does nothing outside of
battle.

¢3200

Earthbound Items

59

Brain Stone

Mmm. . . Brains. Err. . . I mean. . This
stone can keep one status effect from affecting you.
You decide whether to use it or not when you're
affected.

¢600

60

Guts Capsule

What kind of guts are these? Goomba Guts?
increases Strength by 1 permanently.

¢9600

61

IQ Capsule

I are more smartest then you! Increases
Intelligence by 1 permanently.

¢9600

62

Rush Promoter

Warning! May cause metallic objects to rust.
When thrown at a metallic enemy it deals 25% damage to
them and reduces their Speed by 4.

¢505

63

Super Plush Bear

Aww. . . How cuuuuuuute? Half of the damage
you'd normally take is dealt to this bear, which has
100% HP. When at 100%+ it is ripped apart.

¢3000

64

Teddy Bear

Not just for children anymore! . . I've got
to stop reusing jokes. Half of the damage you'd
normally take is dealt to this bear, which has 50% HP.
When at 50%+ it is ripped apart.

¢1500

65

Speed Capsule

ZOOOOOOOOOOM! This capsule increases your
Speed by 1 permanently.

¢9600

WACKO-brand Items

66

Madam Grunty's Official Mario Hat

Made with the best materials money can buy!
That is, if the best material is moldy fabric. . .
Reduces Intelligence by 2, but raises your maximum HP
by 10%.

¢100

67

Madam Grunty's Gargoyle Soup

Mmm, mmm, good! Err. . . This soup increases
your Speed, Strength, and Intelligence by 4, but halves
your HP and the EXP you get for the battle you use this
soup in.

When opened, it blocks 50% of ranged attacks thrown at you. (d2; get a 1, the ranged attack is blocked) Lasts three rounds. Creator: Cornelius

¢800

153

Bazooze-ka

Like to party? Spread the love of kegs everywhere by filling your enemies until they become drunk and confused! d20+STR M+SPD M to fire. Creator: Wolfman

¢1000

154

Fury Materia

Doubles the rate the overdrive gauge fills! Handy for Overdrivers. Lasts for one battle. Creator: Kinnin

¢1800

155

Metal Cola

This cola has a metallic taste... but it allows you to have an extra action. You do a random attack against a target of choice during this action. Creator: Metal Man

¢400

156

Manual

Use this to automatically pass any non-opposed INT check. Three uses. Creator: Tetra

¢800

157

Gem of Contingency

+5 bonus to Mortality checks. 1 use. Creator: Aribar.

¢650

158

Eye Laser

+5 to hit for an entire battle. Creator: Garrick Fy'arr.

¢3000

159

Gene Resequencer

This machine alters your DNA to make you grow to many times your size. You deal d4 times more damage with every attack but your AC is divided by the same number. Creator: Tetra

¢1200

160

Silver Slime

One person's bad memories turned into a silvery ooze is another person's weapon, I always say. Pick up a bucket of this slime and chuck it at an unsuspecting enemy with a d20+SPD mod roll to drench them! Neurotoxins from the slime slowly enter the victim's body and infect the brain. The enemy is poisoned and loses 10 INT at the end of their turn. Creator: Charles

¢4500

161

Wonder Drink

Like the idea of the Wonder Badge but would rather use those BP for other purposes? If you do, you can take a swig of this drink, which increases your critical range by one for 3 turns. Creator: Digi

¢3000

162

Superball

No, this is not a relative of the Pokemon-entrapping kind. This high-velocity bouncy ball is hurled at a target with a d20+(2*SPD mod) roll, hitting for a flat 20% if successful. However, from then, it bounces back at one other random target, which can include the thrower; the GM rolling the same roll as before. If this hits, the second victim takes 10%. Creator: Digi

¢800

163

PEZ Dispenser

An item that allows you to carry 5 items for the slot of 1. But you have to use them in the order you put them in there. Shatters into tiny plastic shards after 5th item is used. Creator: Julian

¢1500

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